追光效果

This commit is contained in:
ifengzp 2020-04-25 16:07:43 +08:00
parent bab83394ea
commit 6fe3dca934
17 changed files with 704 additions and 8 deletions

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{
"ver": "1.0.1",
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CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
wh_ratio: {
value: 1.78,
editor: {
tooltip: "宽高比"
}
}
blur: {
value: 0.35,
editor: {
tooltip: "光圈模糊程度"
}
}
radius: {
value: 0.5,
editor: {
tooltip: "光圈半径"
}
}
center: {
value: [0.5, 0.5],
editor: {
tooltip: "光圈起点"
}
}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
uniform ARGS{
float radius;
float blur;
vec2 center;
float wh_ratio;
};
void main () {
vec4 o = vec4(1, 1, 1, 1);
o *= texture(texture, v_uv0);
o *= v_color;
float circle = radius * radius;
float rx = center.x * wh_ratio;
float ry = center.y;
float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
o.a = smoothstep(circle, circle - blur, dis);
gl_FragColor = o;
}
}%

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@ -0,0 +1,17 @@
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"compiledShaders": [
{
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"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float radius;\nuniform float blur;\nuniform vec2 center;\nuniform float wh_ratio;\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n o *= texture2D(texture, v_uv0);\n o *= v_color;\n float circle = radius * radius;\n float rx = center.x * wh_ratio;\n float ry = center.y;\n float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);\n o.a = smoothstep(circle, circle - blur, dis);\n gl_FragColor = o;\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n float radius;\n float blur;\n vec2 center;\n float wh_ratio;\n};\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n o *= texture(texture, v_uv0);\n o *= v_color;\n float circle = radius * radius;\n float rx = center.x * wh_ratio;\n float ry = center.y;\n float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);\n o.a = smoothstep(circle, circle - blur, dis);\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "Follow_spot",
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@ -0,0 +1,23 @@
const { ccclass, property } = cc._decorator;
@ccclass
export default class Follow_spot extends cc.Component {
@property(cc.Node)
bg: cc.Node = null;
material: cc.Material = null;
onLoad() {
this.material = this.bg.getComponent(cc.Sprite).getMaterial(0);
this.material.setProperty('wh_ratio', this.bg.width / this.bg.height);
console.log(this.bg.width / this.bg.height)
this.bg.on(cc.Node.EventType.TOUCH_START, this.touchEvent, this);
this.bg.on(cc.Node.EventType.TOUCH_MOVE, this.touchEvent, this);
}
touchEvent(evt: cc.Event.EventTouch) {
let pos = evt.getLocation();
this.material.setProperty('center', [pos.x / this.bg.width, (this.bg.height - pos.y) / this.bg.height]);
}
}

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{
"ver": "1.0.5",
"uuid": "7e731f9d-5244-4afd-a5f2-717267f0e0a0",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "2.3.4",
"uuid": "34aa2ba6-9329-4683-905b-fc2dbeef90c6",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 2048,
"height": 1230,
"platformSettings": {},
"subMetas": {
"bg": {
"ver": "1.0.4",
"uuid": "a0f03eeb-ece7-43ca-b52b-82a2dd157251",
"rawTextureUuid": "34aa2ba6-9329-4683-905b-fc2dbeef90c6",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 2048,
"height": 1230,
"rawWidth": 2048,
"rawHeight": 1230,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
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"subMetas": {}
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}

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@ -2,17 +2,18 @@ import BackHomeBtn from './BackHomeBtn';
const { ccclass, property } = cc._decorator;
const LOAD_SCENE_MIN_SEC: number = 1.2;
enum sceneList {
'Infinite_bg_scroll' = '背景无限滚动',
'Joystick' = '遥控杆',
'Dissolve_color' = 'shader 溶解效果',
'Scratch_ticket' = '刮刮卡实现',
'Coin_fly_to_wallet' = '金币落袋效果',
'Magnifying_mirror' = '局部缩放效果',
'Change_clothes' = '换装',
'Follow_spot' = 'shader 追光效果',
'Typer' = '打字机效果',
'Moving_ghost' = '移动残影效果',
'Screen_vibrating' = '震屏效果+动画恢复第一帧',
'Bullet_Tracking' = '子弹跟踪效果',
'Dissolve_color' = 'shader 溶解效果',
'Moving_ghost' = '移动残影效果',
'Infinite_bg_scroll' = '背景无限滚动',
'Change_clothes' = '换装',
'Screen_vibrating' = '震屏效果+动画恢复第一帧',
'Joystick' = '遥控杆'
}
@ccclass

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{
"ver": "2.3.4",
"uuid": "c914b4cd-fdb5-46f5-8fe9-e45d9a17e442",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 300,
"height": 300,
"platformSettings": {},
"subMetas": {
"xx": {
"ver": "1.0.4",
"uuid": "7b6fa7fe-e8c7-47e2-a3f6-3752ff783357",
"rawTextureUuid": "c914b4cd-fdb5-46f5-8fe9-e45d9a17e442",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 300,
"height": 300,
"rawWidth": 300,
"rawHeight": 300,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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@ -2,7 +2,7 @@
物体的淡入淡出是游戏当中很常见的一种状态切换效果,但是有时候我们希望`fade`切换的时候,物体能够能更有色彩层次感或者其他一些特殊的中间状态,这个时候就得自己去写着色器,这种区别于单纯的淡入和淡出的效果可以形象地叫做溶解。
![demo](./resources/demo.gif)
![demo](http://cdn.blog.ifengzp.com/cocos-awesome/Dissolve_color/resources/demo.gif)
# 实现思路

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@ -1,4 +1,5 @@
我是异名,你的阅读是我的动力,其他文章链接:
- [富文本打字机效果](https://mp.weixin.qq.com/s/WlVBzSgCNTNPD2bxXda-mg)
- [子弹跟踪效果](https://mp.weixin.qq.com/s/2egrmJC1AgRXNWuGOIhbXg)
- [微信小游戏超出4M之后](https://mp.weixin.qq.com/s/l8MDHMnVl8eVl8U6krBeDw)
- [残影移动](https://mp.weixin.qq.com/s/fVSj6nyzp4gEfg-CrAeNSg)

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